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Posted: Tue Dec 30, 2008 4:05 pm
by Screet
LittleBear wrote:2) Due to a typo in the script of the last test version no mine sweepers were being added by the bars. Fixed that so bars are defended again. Minesweepers will now also engage cascade thargons.
After I asked in the other thread if these would also help during fleet battles...I guess the answer is either "no" or "with luck"? I did not save, but updated RH and went there again, just to see if things would improve.
Well, this time I was unable to shoot at least ONE. The first two kills got scored by some other ship and then "kaboom" again...
Screet
Posted: Tue Dec 30, 2008 4:11 pm
by LittleBear
The defences to the fleet are provided by Matt's Navy.oxp so he'd need to update his Navy Minsweepers in the same way, but the same update to the Navy.oxp should work fine. Random Hits only contains a static defence against mines and cascade thagons to protect the Bars. A static defence is no good to a moving fleet, so Matt uses a mobile defence in the form of his mobile Navy Minesweeper ship. So the update to RH only helps static defences ATM. As in real life, there's an arms race, the bugs develop a new weapon and we try to counter it, but the back room boys are still working on a mobile defence.
Posted: Wed Dec 31, 2008 12:14 am
by Screet
LittleBear wrote:The defences to the fleet are provided by Matt's Navy.oxp so he'd need to update his Navy Minsweepers in the same way, but the same update to the Navy.oxp should work fine. Random Hits only contains a static defence against mines and cascade thagons to protect the Bars. A static defence is no good to a moving fleet, so Matt uses a mobile defence in the form of his mobile Navy Minesweeper ship. So the update to RH only helps static defences ATM. As in real life, there's an arms race, the bugs develop a new weapon and we try to counter it, but the back room boys are still working on a mobile defence.
From some distance I got another "We boom..." and then some massive explosions from the vicinity of the bar...however the bar was still there, so that might have just been close? On the other hand, 100% security could also be too much
On the way to the planet I noticed AutoPay pods...scooped one and was charged 4 credits for a ton of minerals - which leaves two questions:
- what happens to the pod? shouldn't it be worth more and be released?
- what happens if the player has no cash? I recently did read about someone getting integer overflow because those are unsigned...
Screet
Posted: Wed Dec 31, 2008 4:18 pm
by Thargoid
I would really love to know why the ThargMines are appearing so frequently, given they have an 0.01 weighting on their chances.
Based on this and some of the other reports, I'm beginning to wonder if there's something not quite right in either the random numbers or the populator in 1.72(.1). Some further testing required methinks, later.
Posted: Wed Dec 31, 2008 5:37 pm
by Screet
Thargoid wrote:I would really love to know why the ThargMines are appearing so frequently, given they have an 0.01 weighting on their chances.
Based on this and some of the other reports, I'm beginning to wonder if there's something not quite right in either the random numbers or the populator in 1.72(.1). Some further testing required methinks, later.
I'd look in the random generator. Some oxp I installed in the last days constantly damages my ships equipment, which surely should not have such a high probability...and it's even buggy, as I was alone in space when I got the message that a missiles explosion did cause this. Up to now, I've been unable to locate the source of this, though. If anyone has ideas, please let me know (and best, let me know who the author is, just in case that it's another of those oxp's where that info is missing).
Screet
Posted: Thu Jan 01, 2009 11:36 am
by kendrone
HI, I have been trying to install the random hits OXP for a few days now. I'll give a run down of everything I have done or flopped at so far:
Downloaded and installed V 1.72 Oolite (oolite-1.72.x86.package)
Downloaded the package for V1.72 (the RHV1.3BETA.zip)
Unzipped the RHV.... and put the folder within the extracted folder (... .oxp) in Filesystem/usr/lib/Oolite/AddOns making that with /RandomHits261.oxp
I have loaded Oolite (many times) holding the SHIFT key to ensure it reloads it's cache and have as yet not found a single space bar on my advanced compass on at least 5 anarchial systems throughout Galaxy 1, possibly more on one of my long trades.
Absolutely nothing noticeable has happened in giving me a space bar but I have had increasing numbers of skilled pilots in anarchial and fuedal systems using things such as ECM hardened missiles extremely more frequently than previous.
Any help would be appreciated. (I am currently loitering in the systems of Sotiera, Enira, Ezredice and Raale.)
Posted: Thu Jan 01, 2009 4:05 pm
by LittleBear
Could be one of two things. Either Oolite is not reading the AddOns path or there's a fault in RH thats stopping it running on Unix. As other Unix players have got it working, I'm reasonabley sure the OXP itself is OK on Unix. I only have Windows though so its hard to test. Can you first check whether you are able to read any OXPs at all (as opposed to whether its a problem with RH itself). Can you put CustomSounds.oxp in the same place as you put the RandomHits.oxp file? Are you getting the new OXP sounds from the CustomSounds OXP played? If not then there's a problem with your install of Oolite finding the AddOns folder. One of the Unix users should be able to help on where exactly the AddOns folder needs to go in order for Unix to read it. ATM the OXP is not being read by Oolite, which means there's somthing wrong with your AddOns path.
Posted: Sat Jan 17, 2009 10:14 pm
by Cmdr Wyvern
I noticed a couple of glitches with the most recent release of RH.
#1 - When docking with the bar, my cockpit passes through the back wall of the docking slit, and just for a moment before the break pattern, I can see the inside of the bar model.
#2 - Sometimes when flying past the bar to maneuver for docking, the bar fires a plasma barrage at me. Then suddenly stops, sending it's greeting/advertisement. Note my legality is always clean when this happens.
Posted: Sun Jan 18, 2009 12:53 am
by LittleBear
I think the model for the bay is slightly off, but this should be cosmetic rather than fatal - just keep flying fowards, you wont die. On 2. There are still a few trumbles in the bar's AI to work out. At least now it STOPS fireing after one shot if it targets and innocent ship by mistake! Really snowed under with RL work ATM - The board being down for a couple of days has been rather good for me as its forced me to get on with searching through 80 hours of CCTV rather than finding other things to do. But I'm hoping to have a definative 1.4 Version out by the end of Feb.
Posted: Wed Mar 25, 2009 12:33 pm
by LittleBear
Some teasers for 1.4. Randomly generated mini-missions are added, sometimes you'll be asked to defend the Bar or help traders under attack in the spacelanes. A criminal hatred score is added, so occosionally, if you rise to be a well known bounty hunter criminals may start hunting you. You may also be asked to patrol with other hunters:-
Docked at a Bar:-
Returning to the Bar in mid battle.
Back in the fight!
Battle Over!
Posted: Wed Mar 25, 2009 8:27 pm
by Griff
this looks like it's going to be a brilliant update LB! I love the crazy random briefing text your oxp generates, you can always get a good laugh browsing the Random Hits bulletin boards!
are those simonB's updated ship models? they look fab!
Posted: Wed Mar 25, 2009 8:36 pm
by ClymAngus
can random hits do a cargo contract hotkey yet?
IE shift/ to get a map up of the location of the "hit" before contract purchase?
Posted: Wed Mar 25, 2009 9:43 pm
by Kaks
Wow, 1.4 is looking a million credits already!
I couldn't agree more with Griff: I love the 'most amusing kill' bit!
ClymAngus, I don't think hotkeys are supported yet, though they are somewhere in Ahruman's todo list IIRC...
Posted: Wed Mar 25, 2009 10:11 pm
by ClymAngus
Kaks wrote:
ClymAngus, I don't think hotkeys are supported yet, though they are somewhere in Ahruman's todo list IIRC...
Nut monkeys. So does anyone else have a strategy for not taking a hit across the map? Or is it all down to memorizing your maps? 0.0
Posted: Wed Mar 25, 2009 10:58 pm
by Screet
ClymAngus wrote:Nut monkeys. So does anyone else have a strategy for not taking a hit across the map? Or is it all down to memorizing your maps? 0.0
Only perform random hits missions in those galaxies where the feature to show the sector of the planet is working (north-east, center, ...) - at least that's what I do, I even spent some money for a few jumps after finishing cataclysm to go back to a galaxy with that feature. On the good side, I now also have missions from feudal systems
Screet